procedural-3d-engine/data/shaders/terraintessellation/skysphere.vert

20 lines
340 B
GLSL
Raw Normal View History

#version 450 core
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 0) out vec2 outUV;
layout (set = 0, binding = 0) uniform UBO
{
mat4 mvp;
} ubo;
void main(void)
{
gl_Position = ubo.mvp * vec4(inPos, 1.0);
outUV = inUV;
outUV.t = 1.0 - outUV.t;
}